so uvs are all fixed up however i feel like the lighting is off. maybe there is something wrong with the illum position? i used the default from the decompiled bow and arrow which is
$illumposition 5.689 -0.335 -1.409
and in model viewer when i tick the illum position box i dont see the ondicator of were it is
Does anyone know the procedure for making a model decalable, or are people just leaving blank spaces on the stuff they submit and suggesting "Boy a decal sure would look sweet here..."? I'd love to try it out.
Oh lol, why does this keep happening?
Thanks, I'm really glad you like it and I'm surprised someone decided to start making the model, but please tell me beforehand haha
Is that for practicing or are you planning to submit it?
Hi everyone.. I'm new in the forum..
I've read about 20 pages of this topic, and i've looked for my problem, but I actually haven't found an answers..
So, this is the problem:
I've created a weapon, a knife, but when i try it in the ItemTest map, and load it, it doesn't appears in my hand, but through my head xD.
Also, it hasn't is own texture, that i have applicated in the itemtest...
If it isn't the right place, i apologize, but i don't know english very well..
So here's the thing guys, I've been modelling for quite a while now and I'm confident that I can create and texture models for TF2, however I have absolutely no idea where to begin with regards to how you get the item to work in-game. I see people talking about VTFs and showing the code that tells it how to be team-coloured and things like that, but I don't know what any of that means. I've spent quite a while today looking around and I can't find anything that explains it in layman's terms.
Is there anybody who knows where I can find a complete, foolproof, start-to-finish guide that will show my how to rig a model to a character, and get it working in game?
It'd be a massive help to me because I've had ideas and WIP models for months now and now that I've actually got ideas for a pack to create I'd really like to get started on it all.
So here's the thing guys, I've been modelling for quite a while now and I'm confident that I can create and texture models for TF2, however I have absolutely no idea where to begin with regards to how you get the item to work in-game. I see people talking about VTFs and showing the code that tells it how to be team-coloured and things like that, but I don't know what any of that means. I've spent quite a while today looking around and I can't find anything that explains it in layman's terms.
Is there anybody who knows where I can find a complete, foolproof, start-to-finish guide that will show my how to rig a model to a character, and get it working in game?
It'd be a massive help to me because I've had ideas and WIP models for months now and now that I've actually got ideas for a pack to create I'd really like to get started on it all.
I use 3DS max but I'm certain I'll understand it well enough, the programs function very similarly I read through the intro part and started watching the video (I'll watch the rest tonight probably), thank you so much for showing me this, It's exactly the kind of thing I was looking for ^_^
I use 3DS max but I'm certain I'll understand it well enough, the programs function very similarly I read through the intro part and started watching the video (I'll watch the rest tonight probably), thank you so much for showing me this, It's exactly the kind of thing I was looking for ^_^
Does anybody encountered with such problem? If my minigun falls on a left side it becomes black, if on a right side then ok.
By the way Tomislav, has same bug.
Alright. Was lurkin' around the forums a bit, seeing what I could find to help me out with Blender and such and decided to register as soon as I finished modeling this gun I've been working on. I came up with an idea for a mid-ranged sniper that has no scope (think Ambassador), but the ability to reflect projectiles (However, cannot extinguish OR blow people away.) A means, so to speak, to make Sniper more apt to compete against Soldiers and the like.
Now, I'm no 3D modeler, /yet/. I just picked up Blender a few weeks ago and this gun is pretty much the only thing I've been working on. Just thought I'd post up the concepts for you all to see, despite my seemingly horrible modeling job. I was using Itemtest to compile the weapon to see it in game, but apparently it sucks. Sooo.. I've lots to learn yet, but I think its a good start.
Brisbane Shark-tooth
Slapped some quick color on these models to try out some color schemes. This one seems to work the best.
Hawt Koffee
if this gets in game, there will be so many Rob Liefeld jokes...
Arudon
if I might make a suggestion?
I don't really care for the cow-catcher-lookin' thingy in front there... maybe use some goggles or a snorkeling mask for a scope? the shark teeth could be a bit more curved too. it just looks a tad cluttered, maybe get rid of some of the additional doodads (the "jaw", the bar in front of the trigger guard, etc.) and reposition them. I personally think the shark teeth would look pretty neat strapped onto the side of the rifle, ala the shells on the Reserve Shooter.
just my thoughts, I love the idea of a Shark-themed set for the Sniper... I'm suprised no one's tried it yet, guess everyone's hung up on Crocodiles and whatnot.
maniac™
I utterly love this set so far. the minigun looks GORGEOUS ("SEYH MOINE.")
there's plenty of nauticle-themed hats (Little Buddy, Salty Dog, etc.) but there's a definite lack of seafaring-themed weapons and whatnot. again, suprising, considering the potential for plausible/awesome weapons.
Alright. Thanks for the ideas. I'll change things around and see what happens. Here's my insight on the doodads
The Cow-catcher is just merely a tied cloth that holds up the jaw (and is actually suppose to wrap underneath the jaw) So I'll be fine ridding it from the model. The "Fin" was originally mounted on the scope-mount I had over the bolt. I feel like its placement now is just awkward.
As for the bar in front of the trigger guard, that's actually the trigger switch for the air compression, but I can take it out to see how it shows.
And I'll take a look at the reserve shooter and see what I can do about the shark teeth. I'll also curve them more.
I can't really picture using goggles or a mask for a scope however.. If you were to mount it on the gun. Hmmm.
842 tris w/ just 2 of the spiked leaves, didn't check how many with four before I stopped for the night. Any comments/critiques on what I should change/fix?
@Crosby, looks pretty cool, I saw someone mention that effect maybe at Spuf.
Anyway, the particles are just a 2d, or multiple, sprites. Then you use the particle editor to make a prt file.
That's done through the source engine thingy in steam.
Thank you Baddcog. And I posted that effect on spuf 2 nights ago. It got around 2k views lol. Anyways thanks for letting me know. If anyone can help me learn how to use that I would really appreciate it.
@Constructor\@cdavidson\@BanthaFodder\\
Thanks guys, I am glad that you like my minEgun! @Arudon\\
Sniper rifle looks pretty nice for first model, keep it up.
And shark-themed items for sniper sounds cool and very suitable for him. @Evil_Knevil\\
Cool mustache, love it! :thumbup: @OMGod\\
Nice model, but much will depend on the texture. Looking forward for your progress on this item. @MichaelScarn\\
Probably you should try to add some deformations to your model, now it looks a bit flat.
But i like the idea. @C r o s b y\\
Nice idea, unfortunately can't help you with it, but would be happy if such effect will be in game. @Stirrup\\
Good model, but I think you should pay a little more attention to the texture.
Meanwhile, I finished my minigun, which I called 'Marina', so check it out and thumbs up if you like it.
Replies
so uvs are all fixed up however i feel like the lighting is off. maybe there is something wrong with the illum position? i used the default from the decompiled bow and arrow which is
$illumposition 5.689 -0.335 -1.409
and in model viewer when i tick the illum position box i dont see the ondicator of were it is
You should call it "The Spur Of The Moment."
Going back on old times.
NassimO is a sexy texturing bro.
Thanks, I'm really glad you like it and I'm surprised someone decided to start making the model, but please tell me beforehand haha
Is that for practicing or are you planning to submit it?
Haphazard Hazmat Wrap
http://steamcommunity.com/sharedfiles/filedetails/?id=6457
You might want to smooth it correctly.
A sea mine?
updates satchels
So much better in my opinion, the set really fits together now. Great work!
Steam Workshop Link
Holy shit, i love this!
This needs to be in the game...seriously.
I've read about 20 pages of this topic, and i've looked for my problem, but I actually haven't found an answers..
So, this is the problem:
I've created a weapon, a knife, but when i try it in the ItemTest map, and load it, it doesn't appears in my hand, but through my head xD.
Also, it hasn't is own texture, that i have applicated in the itemtest...
If it isn't the right place, i apologize, but i don't know english very well..
think am going to have a bash at doing some tf2 stuff to try get into the game will be good practice.
ooo nice
However, i cannot find a solving...
Is there anybody who knows where I can find a complete, foolproof, start-to-finish guide that will show my how to rig a model to a character, and get it working in game?
It'd be a massive help to me because I've had ideas and WIP models for months now and now that I've actually got ideas for a pack to create I'd really like to get started on it all.
Thankyou
I would recommend Helljumpers complete modeling tutorial http://forums.steampowered.com/forums/showthread.php?t=1536668 Even if you don't use blender you can probably follow it pretty well.
I use 3DS max but I'm certain I'll understand it well enough, the programs function very similarly I read through the intro part and started watching the video (I'll watch the rest tonight probably), thank you so much for showing me this, It's exactly the kind of thing I was looking for ^_^
Good luck!
What i have to use?
By the way Tomislav, has same bug.
Yep, the problem was with illumposition, my first two values were swapped, thanks for quick and useful reply!
Now, I'm no 3D modeler, /yet/. I just picked up Blender a few weeks ago and this gun is pretty much the only thing I've been working on. Just thought I'd post up the concepts for you all to see, despite my seemingly horrible modeling job. I was using Itemtest to compile the weapon to see it in game, but apparently it sucks. Sooo.. I've lots to learn yet, but I think its a good start.
Brisbane Shark-tooth
Slapped some quick color on these models to try out some color schemes. This one seems to work the best.
www.youtube.com/watch?v=t0cdFk0g91s&feature=youtu.be
Flythrough around the weapon in Blender.
http://cloud.steampowered.com/ugc/649876689756868083/A70D0CC8C5231C555780B781AE48FC444987E602/
In-game shot of the viewmodel holding the untextured weapon.
And then for all of you who noticed that I'm missing a bolt-action lever on this gun, I added it here:
Anywho, comments and concerns welcome. I'm still learnin' the software. most likely will need to remodel this completely.
Click to vote!
Just made this beauty
Critiques and Comments welcome
Vote it up!
http://steamcommunity.com/sharedfiles/filedetails/?id=6456
Lincoln wasn't no Soldier!
Regardless, that's working pretty well although the beard is looking a little on the overly solid side at this point.
if this gets in game, there will be so many Rob Liefeld jokes...
Arudon
if I might make a suggestion?
I don't really care for the cow-catcher-lookin' thingy in front there... maybe use some goggles or a snorkeling mask for a scope? the shark teeth could be a bit more curved too. it just looks a tad cluttered, maybe get rid of some of the additional doodads (the "jaw", the bar in front of the trigger guard, etc.) and reposition them. I personally think the shark teeth would look pretty neat strapped onto the side of the rifle, ala the shells on the Reserve Shooter.
just my thoughts, I love the idea of a Shark-themed set for the Sniper... I'm suprised no one's tried it yet, guess everyone's hung up on Crocodiles and whatnot.
maniac™
I utterly love this set so far. the minigun looks GORGEOUS ("SEYH MOINE.")
there's plenty of nauticle-themed hats (Little Buddy, Salty Dog, etc.) but there's a definite lack of seafaring-themed weapons and whatnot. again, suprising, considering the potential for plausible/awesome weapons.
The Cow-catcher is just merely a tied cloth that holds up the jaw (and is actually suppose to wrap underneath the jaw) So I'll be fine ridding it from the model. The "Fin" was originally mounted on the scope-mount I had over the bolt. I feel like its placement now is just awkward.
As for the bar in front of the trigger guard, that's actually the trigger switch for the air compression, but I can take it out to see how it shows.
And I'll take a look at the reserve shooter and see what I can do about the shark teeth. I'll also curve them more.
I can't really picture using goggles or a mask for a scope however.. If you were to mount it on the gun. Hmmm.
I'll take what you said in consideration. Thanks!
842 tris w/ just 2 of the spiked leaves, didn't check how many with four before I stopped for the night. Any comments/critiques on what I should change/fix?
I have the .obj file... and now?
But I'm trying to find someone that can help me/teach me how to make such an effect in a 3D program. If someone could please try and help me please PM me or add me on steam. I could really use it and am determined to make this! - http://steamcommunity.com/id/icrosbyi/
Tanya 9000
UV unwrapping it is quite difficult than just a hat. :poly122:
Anyway, the particles are just a 2d, or multiple, sprites. Then you use the particle editor to make a prt file.
That's done through the source engine thingy in steam.
I do believe you can find a tut at tf2maps.net
http://steamcommunity.com/id/icrosbyi/
Thanks guys, I am glad that you like my minEgun!
@Arudon\\
Sniper rifle looks pretty nice for first model, keep it up.
And shark-themed items for sniper sounds cool and very suitable for him.
@Evil_Knevil\\
Cool mustache, love it! :thumbup:
@OMGod\\
Nice model, but much will depend on the texture. Looking forward for your progress on this item.
@MichaelScarn\\
Probably you should try to add some deformations to your model, now it looks a bit flat.
But i like the idea.
@C r o s b y\\
Nice idea, unfortunately can't help you with it, but would be happy if such effect will be in game.
@Stirrup\\
Good model, but I think you should pay a little more attention to the texture.
Meanwhile, I finished my minigun, which I called 'Marina', so check it out and thumbs up if you like it.
http://steamcommunity.com/sharedfiles/filedetails/?id=6632
[ame="http://www.youtube.com/watch?v=YgxbxnvBtlU&context=C396d89eADOEgsToPDskIu_rrqw6GEe4sPWCyEfDbB"]Heavy's new minigun Marina demo - YouTube[/ame]